- Class Skills
- Class Features
- Medium Spell List
Mediums see the world as spirits do, making them natural emissaries for beings from beyond the veil. A medium is marked from a young age by her proficiency at seeing and communicating with spirits of one or more varieties. Thanks to this talent, she attracts a spirit guide to help her mediate between her fellows and creatures beyond the ken of common mortals. A medium generally provokes a strong reaction from others–she is either revered for seeing beyond the ken of common mortals or feared for her association with dangerous otherworldly beings. Spirits, for this purpose, generally include fey, outsiders, and undead. In combat, a medium often relies upon her trance to keep her alive, her covenants and spirit boons to attack, and spell-like abilities to empower her allies or hamper her foes.
Hit Die: d8.
Starting Wealth: 2d6 x 10 gp (average 70 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
The medium’s class skills are Craft (Int), Diplomacy (Cha), Fly (Dex), Intimidate (Cha), Knowledge (history) (Int), Knowledge (nature) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Use Magic Device (Cha)
Skill Ranks Per Level: 4 + Int modifier.
|Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Special||Spell-Like Abilities|
|1st||+0||+0||+0||+2||Influence, spirit boon, spirit guide, trance, trance covenant, trance spell-like ability||4||–||–||–||–||–||–|
|2nd||+1||+0||+0||+3||Detect spirits, item activation, trance spell-like ability||5||1||–||–||–||–||–|
|3rd||+2||+1||+1||+3||Séance, spirit boon||5||2||–||–||–||–||–|
|4th||+3||+1||+1||+4||Magic circle against spirits, trance spell-like ability||6||3||–||–||–||–||–|
|6th||+4||+2||2||+5||Quell spirits, trance spell-like ability||6||3||2||–||–||–||–|
|8th||+6/+1||+2||2||+6||Expel spirits, trance spell-like ability||6||3||3||1||–||–||–|
|10th||+7/+2||+3||+3||+7||Greater trance, trance spell-like ability||6||3||3||3||–||–||–|
|12th||+9/+4||+4||+4||+8||Trance spell-like ability||6||3||3||3||2||–||–|
|14th||+10/+5||+4||+4||+9||Trance spell-like ability||6||3||3||3||3||1||–|
|16th||+12/+7/+2||+5||+5||+10||Trance spell-like ability||6||2||2||2||2||3||–|
|18th||+13/+8/+3||+6||+6||+11||Trance spell-like ability||6||3||3||3||3||3||2|
|20th||+15/+5/+5||+6||+6||+12||Fundamental influence, supernal trance||6||3||3||3||3||3||3|
All of the following are class features of the medium.
The medium is proficient with simple weapons and light armor, but not with shields.
As soon as the medium begins to explore her powers, she draws the attention of distant spirits who see her destiny entwined with theirs, are intrigued by her talents, or find her otherwise interesting. They mark her with their power, whether she wishes it or not. Each influence is associated with a particular sort of extreme event, and though not all mediums with the same influence realize their powers in the same way, many share a common link to the same sort of event. As she grows in power, this relationship often changes to her exerting her own influence to impress, coerce, or charm spirits into granting her greater amounts of power. The influence imparts the medium with automatic knowledge of a single language used by associated spirits. In addition, during her trance, she can also borrow the power of such spirits in the form of bonus spell-like abilities and covenants that she need not pay for nor make any formal agreement to gain. If a covenant gained this way calls for choices to be made when the covenant is formed, the medium makes the choice when she reaches the level that first grants it, and may change her choice any time she gains a medium level. The bonus language, covenants, and spell-like abilities are determined by the influence chosen. Once a medium’s choice of influence has been made, it cannot be changed.
At 20th level, a medium’s influence becomes fundamental, allowing her to become a permanent part of the spirit world. The effect of her fundamental influence depends on her influence.
A medium’s spirit guide imparts the secrets of a number of spell-like abilities, which the medium chooses from the medium spell list, as indicated on the class table. Since spell-like abilities lack components, they can be activated with only a thought from the medium and are not subject to spell failure from armor or deafness, though they still require attention and can be disrupted by attacks or distractions. Spell-like abilities are not spells, so they cannot be countered and cannot be used to counter spells. They can be dispelled normally. Unless noted otherwise, a spell-like ability is activated as a standard action that provokes attacks of opportunity.
Since these spell-like abilities require a certain measure of attention from the medium’s spirit guide to maintain, she can have no more than one instance of any particular spell-like ability active at a time; casting that spell-like ability again ends the duration of any ongoing copy of that spell-like ability. The non-magical effects of the spell-like abilities are not necessarily undone, and instantaneous and permanent spell-like abilities are not subject to this limitation.
Each spell-like ability of the highest level that the medium can cast is available 3 times per day; spell-like abilities of lower levels are available at will. The save DC for a spell-like ability is equal to 10 + spell level + the medium’s Charisma modifier. In order to use a spell-like ability, the medium must have a Charisma score of at least 10 + spell level. A medium’s spell-like abilities count as arcane.
At certain times, a medium’s spirit guide can learn to impart a new boon upon its mistress. A medium gains one spirit boon at 1st, 3rd, 7th, 11th, 15th, and 19th levels, each chosen from among the list below. Using a spirit boon requires a spoken invocation to the spirit guide unless the medium is currently in a trance. Anything that can spoil verbal spell components (including deafness or a silence spell) has the same chance to spoil this invocation and stop the spirit boon from taking effect, although that use of the ability is not wasted and the medium can try to use it again later. Unless a boon’s description notes otherwise, that boon can be used at will.
Some spirit boons require the medium to send her spirit guide to bargain for information, a magical blessing, or other benefit for a specific period of time. While the guide is gone, the medium cannot draw upon its powers or knowledge and she cannot activate a new spirit boon.
Some spirit boons augment the casting of a spell-like ability. A spell-like ability can only be modified by one spirit boon at a time. The spell-like ability also requires a spoken invocation from the medium, just like any other use of a spirit boon, unless the medium is currently in a trance. As normal, anything that can spoil verbal spell components (including deafness or a silence spell) has the same chance to spoil this invocation and stops the spell-like ability from being altered, although the normal version of the spell-like ability still takes effect and that use of the spirit boon is not wasted.
Bouncing Spell-Like Ability (Ex): Your spirit guide learns to redirect failed spells. Up to 3 times per day, when you use a spell-like ability on a single target and it has no effect, you may, as a swift action, redirect it to a new target as the Bouncing Spell feat. You must choose to use this ability before casting the spell. You must be at least 7th level to select this boon.
Consult the Fallen (Su): You can speak with the dead, as the spell, for a number of rounds per day equal to your medium level. These rounds do not need to be consecutive. At 11th level, you can ask a single question to your spirit guide and send it to get a one-to-three word answer from any dead creature you can name or unambiguously identify (such as with exact time and place of birth or death), even if not enough of its body remains for it to answer, provided you send your spirit guide from within 30 feet of the location where the named creature died. Using this spirit boon in this way costs 10 rounds of duration and your guide returns with the answer after that time.
Danger Sense (Su): Your spirit guide provides you with a sense for spies and ambushes. You gain a competence bonus on Perception, Sense Motive, and initiative checks equal to one-quarter your medium level, to a maximum of +5 at 20th level, as long as your spirit guide is present. You must be at least 7th level to select this boon.
Death-Slaying Spell-Like Ability (Ex): Your spirit guide learns to attune your spells such that they pierce the immunities of the restless dead. Up to 3 times per day, you can cast a spell-like ability as if modified by a metamagic feat. At 11th level, choose either Thanatopic Spell or Threnodic Spell. You can augment your spells with the chosen feat (if applicable). At 15th level, you have the option to make use of the other feat instead, but any spell can only be modified by one of the two. You must be at least 11th level to select this boon.
Dreamspinner (Sp): Your spirit guide is touched with the magic of the land of dreams. Once per day, you can ask the guide to pull your soul partially free from your body to produce the effects of one of the following spells: astral projection (lesser), dream, or nightmare. At 15th level and every four levels thereafter, you can use this ability one additional time per day. You need not provide components for these spells. You must be at least 11th level to select this boon.
Eerie Spell-Like Ability (Ex): Up to three times per day, when you cast a spell-like ability, you can make an Intimidate check as a swift action to demoralize any opponents that can see both you and an effect of the spell from within 30 feet or that are targets of the spell. Roll a single Intimidate check, and apply it to the DC for each foe separately. You must be at least 7th level to select this boon.
Embrace the Soul (Su): You can touch the soul of another or focus on your own soul, allowing your spirit guide to work on healing its scars. As a full-round action once per day, you can touch a creature (or yourself ) to affect her with this ability. A touched creature heals 1d4 ability damage from all mental ability scores and is freed from magical ability score penalties (to all ability scores) and temporary negative levels. She also gets a saving throw against one emotion effect she is currently suffering from to negate the effect completely; the choice as to which effect to resist comes from the target’s innermost soul, and cannot be swayed by mind-affecting magic. If the original emotion effect did not allow a save, use the save DC it would have had if it did allow one. If the victim fails the new save, you may remove the effect anyway by accepting it yourself. If you do, treat yourself as if you were the original target of the spell and suffer the full effect accordingly. At 11th medium level, this ability automatically relieves all ability damage from all mental ability scores, 1d4 ability damage from each physical ability score, and 1d4 ability drain from each mental ability score. In addition, it allows the victim to make a new saving throw to remove one of the following instead of an emotion effect: one permanent negative level, possession (such as a ghost’s malevolence or a magic jar spell), or an enchantment effect. If a possessing creature is removed from the victim this way, it is dazed for 1d4 rounds and cannot possess the victim again for 24 hours. At 15th medium level, this ability relieves all ability drain from mental ability scores and 1d4 ability drain from each physical ability score and the new saving throw may instead be made against a curse or insanity. Also at 15th level, if a permanent negative level is removed with a successful save, the victim can attempt another saving throw to remove another permanent negative level (this can be done repeatedly, until the victim fails a save or has no more permanent negative levels). You must be at least 7th level to select this boon.
Empower Spell-Like Ability (Ex): Your spirit guide learns to put more power into your variable spells. Up to 3 times per day, when you cast a spell-like ability that has a variable, numeric effect determined by rolling dice (such as damage dealt or hit point healed), you can roll half-again as many dice, as if the spell was modified by the Empower Spell feat. You must be at least 11th level to select this boon.
Expansive Spell-Like Ability (Ex): Your spirit guide learns to broaden your spells’ effective areas. Up to 3 times per day, when you cast a spell-like ability shaped as a burst, emanation, or spread, increase all numerical dimensions of the spell by 100%, as if modified by the Widen Spell feat. At 19th level, when you cast a spell-like ability shaped as one or more cubes, you can spend a use of this ability to get twice as many cubes. You must be at least 15th level to select this boon.
Far-Reaching Spell-Like Ability (Ex): Your spirit guide learns to extend the reach of your spells. Up to 3 times per day, as a part of casting a spell-like ability with a range of touch, close, or medium, you can increase the spell up to the next step in this list: touch, close, medium, long. Alternatively, when you cast a spell with some other range, you can double that range with a use of this ability. This ability has no effect on spells with a range of personal or 0 feet. You must be at least 7th level to select this boon.
Forewarned (Su): Your spirit guide helps alert you to unknown danger. You gain trap sense as a rogue of your medium level. At 7th level, you gain uncanny dodge as a rogue. At 15th level, you gain improved uncanny dodge as a rogue. You lose these abilities if your spirit guide is absent. You must be at least 3rd level to select this boon.
Frightful Presence (Ex): You become preternaturally frightening, gaining the frightful presence ability. You can activate the ability as part of an offensive action, such as attacking with a spell-like ability. Opponents within 30 ft. of you must make a Will save or become shaken for 3d6 rounds. If the victim has 4 or fewer HD, it becomes panicked instead. Foes with more HD than you are immune to this ability. You must be at least 11th level to select this boon.
Hand of the Spirit Guide (Su): As a standard action, you can project your spirit guide into an inanimate object so that it can aid you physically. This ability normally functions as animate objects using your medium level as the caster level, except that it can animate only one object at a time. If you use it on a weapon, the weapon instead gains the dancing weapon property for 4 rounds and immediately begins dancing. You can use this ability once per day at 7th level, and one additional time per day for every four levels beyond 7th. You must be at least 7th level to select this boon.
Heighten Spell-Like Ability (Ex): Up to three times per day, when you cast a 0-level spell-like ability, you can treat the spell for all purposes (including the calculation of save DC and concentration check DC) as if it were a 1st-level spell-like ability. Using a spell-like ability this way does not prevent you from continuing to use the normal version of the spell at will. At 7th medium level and every three levels thereafter, you may instead raise the spell levels of any of your lower-level spell-like abilities to the next highest spell level. (For example, at 7th level, you may convert 0- or 1st-level spell-like abilities into 2nd-level spell-like abilities; at 10th level, you may convert 0-, 1st-, or 2nd-level spell-like abilities into 3rd-level spell-like abilities; and so on.) You must be at least 3rd level to select this boon.
Incorporeal Form (Sp):Once per day, your spirit guide can pull you out of the physical world, rendering you incorporeal for 1 round per medium level. While in this form, you gain the incorporeal subtype and incorporeal quality, as defined in the Universal Monster Rules (see Pathfinder Bestiary). You take only half damage from corporeal sources as long as they are magic (you take no damage from non-magical weapons and objects). Likewise, your spells or spell-like abilities deal only half damage to corporeal creatures. Spells and other effects that do not deal damage function normally. At 15th level and every four levels thereafter, you can use this ability one additional time per day. You must be at least 11th level to select this boon.
Malicious Limb (Su):As a standard action, you can send your spirit guide to wrest control of an opponent’s limb for 1 round. If the target uses the limb for locomotion, the limb jerks, kicks, and gives out at inopportune moments; treat the target as entangled. If the target can use the limb to attack, the limb attacks him once for normal damage on his turn as a free action, hitting automatically. In either case, he is also shaken for that 1 round. He cannot control the limb while it is possessed, but can otherwise act normally. The target can resist this control with a Will save, in which case he is merely shaken. This power has a range of 100 feet. Protection from good and any other effect that prevents or ends possession can prevent or end this power as if you were attempting to possess the target. Only living and undead foes can be affected by this ability; constructs are immune. You must be at least 3rd level to select this boon.
Persistent Spell-Like Ability (Ex): Your spirit guide learns to render your spells more difficult to evade. Up to 3 times per day, when you cast a spell-like ability that allows a saving throw to avoid some or all of its effects, creatures must save twice to avoid being fully affected by the spell, as if modified by the Persistent Spell feat. You must be at least 11th level to select this boon.
Possess Creature (Su): While in a trance, you can attempt to project your soul into the body of another creature within 10 feet per medium level as a full-round action, displacing its own soul as per magic jar, though a receptacle is not required to hold the displaced soul. The potential host can resist with a Will save (DC 10 + 1/2 medium level + Charisma modifier). If it fails, you take control and your trance ends immediately, causing you and your host to become fatigued as normal. You cannot use your medium’s trance for as long as you possess the creature. You can return to your body as a standard action if it is within range. When the effect ends or the host dies, you return to your own body if it is within range; otherwise, you die. You may use this ability once per day at 11th level, and one additional time per day for every four levels gained thereafter. You must be at least 11th level to select this boon.
Prolonged Spell-Like Ability (Ex): Your spirit guide learns to extend the duration of your spells. Up to 3 times per day, when you cast a spell-like ability with a duration other than instantaneous or permanent, you can double the duration, as if modifying the spell with the Extend Spell feat. Starting at 11th level, your spirit guide can also extend spells with a duration of concentration; in this case, you concentrate as normal, then the spirit guide continues to maintain the spell as if you were concentrating on it for one additional round per round you concentrated. The spirit guide’s concentration cannot be disrupted. The guide can concentrate on only one spell at a time; if you cease concentration on a second spell while the guide is still concentrating on an earlier spell, you choose which spell the guide maintains and which it relinquishes. Starting at 15th level, your guide can maintain even certain instantaneous spells for a single round. If an instantaneous spell affects an area, you can spend a use of this ability to have the spirit guide maintain it for 1 round as if with the Lingering Spell feat. The guide cannot maintain a lingering spell and a concentration spell at the same time. You must be at least 7th level to select this boon.
Psychic Assault (Su): You can send your spirit guide to assault the mind of a foe within 100 feet. The victim’s mind reels and his body spasms, dealing 1d8 damage. The victim is allowed a Will save for half damage. This is a mind-affecting compulsion effect and is only effective against living creatures. This ability can be used a number of times per day equal to your Charisma bonus (minimum 1). The damage increases by 1d8 at 3rd level and every odd level thereafter. Starting at 3rd level, the victim becomes fatigued if it fails its Will save. At 7th level, he becomes fatigued whether or not the save succeeds. At 11th level, he becomes exhausted if he fails his save and fatigued if he succeeds.
Psychic Shackles (Su): Add +4 to the save DC of your séance. Your spirit guide can hold a spirit called with your séance ability locked in a prison of thoughts. Constructing the prison requires a special ritual that demands costly reagents and tonics costing 1,000 gp per Hit Die of the creature to be trapped. Afterward, if the spirit fails to resist your séance, it is trapped until you choose to release it. You must release the currently trapped spirit if you wish to trap another spirit. You can trap a spirit with no more Hit Dice than half your medium level. While a spirit is trapped in your thoughts, you can communicate with it telepathically, but can prevent it from mentally interacting with you if it becomes distracting. This ability otherwise functions as trap the soul. Typical favors exacted from freed spirits include forming a covenant with no cost, doing a non-life-threatening task for up to 1 day per medium level, or aiding the medium in combat or another dangerous situation for up to 1 round per medium level. The creature can be freed if you are killed, targeted by freedom, or caused to forget the thought trap with modify memory. You must be at least 11th level to select this boon.
Read Minds (Su): You can broaden your mental spectrum to encompass those around you. Doing so allows you to read the mind of every creature within 30 feet as if you had cast detect thoughts. This ability allows you to read the surface thoughts of any creature that you are aware of after only 1 round of concentration. Creatures in this area are allowed a Will save to negate the effect. The DC of this Will save is 10 + 1/2 medium level + Charisma modifier. You can use this ability for a number of rounds per day equal to your medium level. These rounds do not need to be consecutive. You must be at least 7th level to select this boon.
Resurrect the Fallen (Su): You can send your spirit guide to retrieve the soul of a creature you name and restore it to life as if with resurrection. Your spirit guide is gone for as long as the creature had been dead when you activated this boon before finally returning with the desired soul. You can use this ability once per week. You must be at least 15th level to select this boon.
Retrieve the Wayward Soul (Su): Once per day, you can touch a dead creature’s body and send your spirit guide to retrieve its soul, provided that it died no more than 1 round per level ago. The spirit guide requires as long to retrieve the soul as the creature had been dead when you used this ability, after which it returns and the creature is restored to life as if by raise dead. At 15th level, you can affect even a creature slain by a death effect or that has been turned into an undead creature and then destroyed. At 19th level, you can cause your spirit guide to seal the retrieved soul in a gem instead, as soul bind, but you must provide the focus for the spell. You must be at least 11th level to select this boon.
Sap Speed (Su): With a melee touch attack, you can drain a living or undead creature’s mental energy, preventing it from taking as many actions and allowing yourself to take more. The creature is staggered for 1 round and you gain an extra move action to use during your current turn. If you have not yet used your regular move action for this turn, you can spend both move actions to take a single withdraw action. At 11th medium level, the target must also succeed on a Will save or suffer the effects of slow for 1 round and grant you the benefits of haste for 1 round.
Second Sight (Ex): You can pinpoint creatures you cannot see within 15 feet, though they still have total concealment against you. Visibility still affects your movement and you are still denied your Dexterity bonus to Armor Class against attackers you cannot see. At 11th level, the range increases to 30 feet. At 15th level, you also gain blindsight to a range of 15 feet. You must be at least 7th level to select this boon.
Soul Poppet (Su): You carry a small clay doll which allows you to touch the souls of other creatures remotely. As a full-round action that provokes an attack of opportunity, you can mold the poppet to crudely resemble any creature you have clearly seen from within 30 feet. For the next minute, or until you change the poppet’s appearance, you can affect the target at a range of up to 30 feet with touch spells by touching the poppet, but you must still make a ranged touch attack against the victim. If you lose the poppet, you can replace it with a handful of clay and an hour-long ritual. At 7th level, you can also affect the target with a targeted spell even if you do not have line of sight or line of effect to it by touching the poppet while casting a such a spell from within 30 feet. At 11th level, you can incorporate a piece of the target’s body (including hair, a bit of nail, or the like) while you mold the poppet. If you do, the poppet remains attuned to the target indefinitely (or until you attune it to a different target) and makes effects cast through it more effective. The target suffers a -2 penalty on saving throws and Armor Class against spells cast through a poppet incorporating part of its body. At 15th level, if the poppet is attuned indefinitely to a target, you can perform an hour-long ritual once per day to affect the target with a spell at any range so long as you are both on the same plane of existence and the spell’s normal range is touch or greater. You must be at least 3rd level to select this boon.
Soul-Touching Spell-Like Ability (Ex): Your spirit guide learns to augment your spell-like abilities to more reliably affect spirits. Up to 3 times per day, you can affect a spell-like ability with this feat to cause it to affect incorporeal creatures normally, with no reduction in effectiveness despite their lack of physical form (as Ectoplasmic Spell). In addition, you gain a +5 bonus on your caster level checks to overcome the spell resistance of non-incorporeal undead, fey, and outsiders you attempt to affect with the spell. You must be at least 7th level to select this boon.
Spell Resistance (Ex): You gain spell resistance 11 + medium level. You can suppress or resume your spell resistance as a free action, even when it’s not your turn. This ability functions even when your spirit guide is absent. You must be at least 15th level to select this boon.
Spirit Interference (Su): As a standard action, you call upon your spirit guide to cloud the mind of a living or undead foe within 30 feet, similar to a minor form of possession. Protection from good and any other effect that prevents or ends possession can prevent or end this power as if you were attempting to possess the target. The target can resist with a Will save. If he fails, he is nauseated for 1 round as the spirit guide prevents him from properly controlling his body. If he succeeds, he is instead sickened for 1 round.
Spirit Spies (Su): Once per day, you can commune with the spirits using a ritual chant that lasts for 1 minute, during which you can take no other actions. When you complete the chant, your spirit guide provides you with one or more spiritual spies to report visions of the area to you. At 7th level, this ability as an arcane eye spell. At 10th level, it can instead act as a prying eyes spell. At 13th level, it can instead act as a greater prying eyes spell. None of these spell effects require components. You must be at least 7th level to select this boon.
Spirit Ward (Su): You can call upon the spirits to form a shield around you that blocks incoming attacks and grants you a +4 armor bonus. At 7th level, and every four levels thereafter, this bonus increases by +2. At 13th level, this shield causes arrows, rays, and other ranged attacks requiring an attack roll that miss you to have a 50% chance of being reflected back at the creature that fired them. You can use this shield for 1 hour per day per medium level. This duration does not need to be consecutive, but it must be spent in 1-hour increments.
Spiritual Revelation (Su): Once per day, you can commune with the spirits using a ritual chant that lasts for 1 minute, during which you can take no other actions. When you complete the chant, the spirits reveal the truth to you. At 11th level, this revelation acts as a find the path spell. At 13th level, it can instead act as a vision spell. At 16th level, it can instead act as a discern location spell. None of these spell effects require material components. You must be at least 11th level to select this boon.
Staggering Invocation (Su): As a standard action, you can speak a word of power to cause a creature within 30 feet to become staggered for 1 round with no saving throw. If the target has no more Hit Dice than you, it must succeed on a Will save or be dazed for 1 round instead of staggered. This is a mind-affecting sonic effect.
Steal Thought (Su): As a standard action, you can send your spirit guide to extract a single fact or moment of memory from a target within 60 feet. The target receives a Will save to negate the effect; if it succeeds, it immediately knows the source of this mental prying. Those who fail this save are unaware of the intrusion and relinquish the information unconsciously. The information can take the form of a train of thought no longer than 25 words or a glimpse of memory as experienced by the target lasting no longer than 1 round. If you target a creature a second time within 24 hours, it automatically succeeds on its saving throw. This is a mind-affecting effect. You must be at least 3rd level to select this boon.
Stigmata (Su): As a standard action, you can touch a creature and accept a part of its wounds onto yourself. You suffer an amount of damage equal to your medium level and the creature you touched is healed of twice that many points of damage. This ability can be used once per day, plus one additional time per day at 3rd level and every four levels thereafter.
Sublime Imposition (Su): Once per day, you can demand that a creature who can hear and understand you either undertake a specific action or refrain from a specific action. If you demand an action, this ability acts as lesser geas; if you make a prohibition, it acts as mark of justice. At 15th level, you can duplicate the effects of geas/quest rather than lesser geas. At 19th level, you can instead choose to declare a site repulsive or attractive, as per either antipathy or sympathy, respectively. You must be at least 11th level to select this boon.
Telepathy (Su): You gain telepathy, allowing you to communicate wordlessly with any creature within 100 feet that has a language so long as your spirit guide is present. You must be at least 11th level to select this boon.
Terrifying Gaze (Su): Creatures within 30 feet of you that meet your gaze must succeed at a Will saving throw (DC 10 + 1/2 medium level + Charisma modifier) or stand paralyzed in fear for 1 round. A target that successfully saves cannot be affected by your terrifying gaze for 24 hours. This is a mind-affecting fear effect. You must be at least 15th level to select this boon.
Transcendent Voice (Su): Once per day, you can invite your spirit guide to interpret dialogue for you, allowing you to speak with any creature with a language as if under the effects of tongues for 1 minute per medium level. At 11th level, you can also simultaneously speak with animals and speak with plants. At 15th level, you can gain the ability to communicate with stones as if with stone tell during the same period. At 19th level, you can constantly communicate as if under the effects of tongues so long as your spirit guide is present. You must be at least 7th level to select this boon.
Two Minds (Su): Your spirit guide adds its willpower to your own. You gain a +2 bonus on Will saves against enchantment spells or effects as long as your spirit guide is present. At 7th level, you may reroll a failed Will save once per day as an immediate action. You must take the second result, even if it is worse.
Undead Repulsion (Su): You gain Turn Undead as a bonus feat. You can channel positive energy a number of times per day equal to 3 + your Charisma modifier, but only to use Turn Undead. You can take other feats to add to this ability, such as Improved Channeling, but not feats that alter this ability, such as Alignment Channel.
Undead Servitude (Su): You gain Command Undead as a bonus feat. You can channel negative energy a number of times per day equal to 3 + your Charisma modifier, but only to use Command Undead. You can take other feats to add to this ability, such as Improved Channeling, but not feats that alter this ability, such as Alignment Channel.
Wisdom of the Spirits (Su): Once per day, you can commune with the spirits with a ritual chant which lasts for 1 minute, during which you can take no other actions. When you complete the chant, you have gained mystical insight into the future. At 3rd level, this insight acts as an augury spell with 80% effectiveness. At 6th level, it can take the form of a divination with 90% effectiveness. At 9th level, it can take the form of a contact other plane spell. None of these spell effects require components. You must be at least 3rd level to select this boon.
Every medium possesses a spirit guide, an insubstantial phantom that speaks to her mind, watches over her, lends her its strength and wisdom, and offers her its services in contacting spirits and using spell-like abilities. The guide automatically grants her a single guidance spell effect whenever she enters a trance (as described below); the bonus can be used at any time during the trance. At 4th level and every three levels thereafter, the competence bonus granted by the spirit’s guidance increases by 1 when applied to a d20 roll involving one or more fey, outsiders, or undead that are not your allies (including rolling initiative in a combat against such creatures), to a maximum of a +7 total bonus at 19th level.
As a move action, a medium can enter a trance to align herself with the powers of the spirit world. A medium can maintain her trance for a number of rounds per day equal to 4 + her Charisma modifier. Temporary increases to Charisma, such as those gained from the trance and spells like eagle’s splendor, do not increase the total number of rounds that the medium can maintain a trance per day. She gains an additional 2 rounds of trance per level she gains after 1st. While in a trance, the medium gains guidance from her spirit guide and taps into the power of her spirit influence. The medium gains a +4 insight bonus on Constitution and Charisma. In addition, she gains temporary access to one or more covenants and spell-like abilities determined by her influence. These covenants come from no patron in particular, instead representing the collective recognition of many spirits, and so use the medium’s Hit Dice and Charisma modifier in place of the patron’s. Each of these abilities can be used once per trance unless the ability can normally be used more often. Like other medium spell-like abilities, the medium can have only one of each spell active at any given time; if she uses it again, any previous instance of that spell-like ability ends immediately.
A medium in trance can vocalize or speak on behalf of the spirit patrons whose power she is currently channeling, but cannot control her voice, and thus cannot use spell trigger or command word items, nor can she cast spells with verbal components or language-dependent spell-like abilities aside from those derived from her influence (though she can still use other spell-like abilities), nor can she use skills or performance abilities that require her voice. A medium cannot enter a rage during a trance and cannot enter a trance during a rage; she is immune to rage effects as long as the trance lasts.
A medium can end her trance as a free action, but only if her trance has lasted at least a number of rounds equal to or greater than half her class level. Thereafter, she is fatigued for 2 rounds for every round she spent in her trance. She cannot enter a new trance while fatigued or exhausted, but can otherwise enter a trance multiple times during the same encounter. If a medium falls unconscious during a trance, the trance persists for 1 round, ending at initiative count 10 of the next round if she has not since recovered consciousness. This extra round counts against her number of remaining rounds of trance.
At 2nd level, the medium can detect the presence of fey, undead, and outsiders (even ethereal, incorporeal, and invisible creatures of those types) at will. This ability functions like detect undead, except that she detects all of these creature types and the medium only risks being overwhelmed by spirits of an alignment opposite her own in at least one respect (law is opposite chaos, good is opposite evil, and nothing is opposite a neutral component).
If the medium studies a haunt with this ability long enough to learn the strength and location of its aura, she can make a Knowledge (religion) check (DC 10 + haunt’s CR) to learn the haunt’s effect. If she beats the DC of the check by 5 or more, she learns a cryptic clue about the haunt’s origin, generally in the form of a powerful emotion linked to a physical feature of the area or a fleeting glimpse of the past. If she beats the DC of the check by 10 or more, she also learns its destruction condition.
Starting at 7th level, the medium’s spirit guide alerts her to the presence of spirits that could be detected by this ability within 60 feet in any direction. She must activate this ability and concentrate to learn more, but learns the number of auras in the area and the strength of the strongest aura on the first round, and the strength and location of the auras on the second round. These advanced abilities function only while the spirit guide is present.
At 14th level, a medium can spend a use of one of her highest-level spell-like abilities to charge a staff if any of her medium spells known are among the spells in the staff and her highest-level spell-like ability is at least as high a level as the highest-level spell in the staff.
|Medium level||Maximum HD Called|
At 3rd level, a medium learns to call and bind spirits of many types. Although she does not have to make deals with specific spirits to gain her powers, she often finds it useful to make deals enhancing her already considerable magical power. In addition, she can use called spirits to guard her interests, to tell her secrets unknown to mortals, or to run important errands for her. Once per day, the medium can allow herself to be possessed by a spirit after a 10-minute ritual. During the ritual, her spirit guide departs and is unavailable (see spirit boons for the consequences of an absent spirit guide) while it seeks a creature that matches a description given by the medium at the start of the ritual. This ability can retrieve the soul of a fey, outsider, or undead with a number of Hit Dice less than or equal to the maximum given on the table below. Specific creatures can be called by giving their proper names, and a true name can make it easier to trap many outsiders and fey. This ability is similar to a calling effect, except that the creature’s soul appears inside the medium’s body if it fails a Will saving throw against DC 10 + 1/2 medium level + Charisma modifier. If it is affected, the creature’s body vanishes for the duration of the séance and reappears when its soul departs the medium’s body at the end of the séance’s duration. The medium’s soul remains, but may lose control of her body temporarily. This ability is otherwise similar to magic jar with no need for a receptacle.
Each round that the possessed medium wishes to take any action that is not purely mental, she must make a Will save against a DC of 10 + 1/2 possessing spirit’s Hit Dice + possessing spirit’s Charisma modifier; if she succeeds, she can act normally for 1 round and keep the spirit present (in which case she must struggle for control again on subsequent rounds) or concentrate on containing the spirit as a standard action, granting her a +4 bonus on her next saving throw to maintain control of her body. Although the medium cannot speak unless she regains control from the possessing spirit, she can communicate telepathically with the possessing spirit (and perhaps convince it to relinquish control without departing for a brief time). A possessing spirit that does not wish to stay in the medium’s body can return to where it came from as a full-round action on the third (or later) consecutive round it remains in control of the medium’s body. Likewise, a medium can eject a possessing spirit on the third (or later) consecutive round she remains in control of her body as a full-round action. If the medium’s body dies while she is possessed this way, both she and the spirit die (though the spirit may eventually reform, reincarnate, or otherwise recover from death if it is normally able to do so).
A spirit called with séance that falls under the medium’s influence is willing to bargain with her, as creatures called with lesser planar ally, but determine the payment required based on the spirit’s Challenge Rating rather than its Hit Dice.
Unless the spirit and medium have reached an agreement or are otherwise on good terms when the spirit departs, its departure inflicts Charisma damage on the medium equal to 1d4 + the spirit’s Charisma modifier; the medium can resist with a Will save for half damage. Since the medium invited the spirit into her body, protection from evil and related effects do not prevent the spirit from possessing her, but they can give her a reprieve from its control for as long as the protection lasts if she succeeds on a new saving throw. The possession ends after 1 minute per medium level. A possessing spirit can be prevented from running off with her body by subjecting her body to the same methods used to restrain a creature called with a normal lesser planar binding spell, but neither a magic circle nor a dimensional anchor (nor similar effects) can keep the visiting soul from departing to its own body when the séance’s duration ends.
At 8th level, a medium can instead call such a spirit as if using lesser planar binding (using the creature type and HD limitations for séance). As a true calling effect, this version of the séance cannot affect spirits currently located on the same plane as the medium. (Extraplanar outsiders, ghosts, nightshades, shadows, and lurkers in light are almost always located on planes other than the Material Plane, and other types of spirits are found on other planes often enough for a general call for a kind of spirit such as couatl, lich, or rusalka to successfully reach at least one off-plane example of that creature.)
At 4th level, the medium can cast a spell similar to magic circle against evil once per day. Unlike for most spell-like abilities, she must provide the verbal and material components for the spell, and so cannot cast it during a trance. This magic circle functions against outsiders, undead, and fey instead of against evil creatures. At 8th level, this ability’s duration improves to 1 hour per medium level. At 12th level, it lasts 1 day per medium level. If the medium creates a new magic circle against spirits while another of hers persists, the old one ends.
At 6th level, the medium can attempt to calm nearby spirits as a standard action. All fey, outsiders, and undead within a 30-foot burst from the medium must make a Will save or be calmed for 1 round per medium level. The save DC is 10 + 1/2 medium level + Charisma modifier. All active haunts (including those that have been triggered but have not yet acted) in the area with caster level less than or equal to the medium’s level return to a dormant state. Affected haunts cannot be triggered again while the quelling lasts. This ability does not grant the medium control over affected spirits, but does prevent agitated spirits from raging and joyous spirits from reveling. Affected spirits cannot attack except to defend themselves, and any aggressive action or damage dealt to them breaks the effect for all affected spirits and haunts. Quelling spirits requires speaking calmly and clearly, and thus it cannot be done during a trance. This ability can be used a number of times per day equal to 3 + the medium’s Charisma bonus (do not include temporary increases, such as that from the medium’s trance, when calculating this number).
At 8th level, the medium can use expel spirits once per day. Unlike most spell-like abilities, this one requires all the components of the spell, and cannot be performed during a trance. This ability can be used one additional time per day at 12th level and every fourth level thereafter.
At 10th, the medium’s ability score bonuses from her trance increase to +6 each. As long as she maintains a trance, she gains fast healing 1.
At 20th, the medium can tap into the cosmic ideal behind the patrons of her powers, allowing her to gain even more insight from her trances. The ability score bonuses from her trance increase to +8 each. Her fast healing in a trance increases to 3.
Mediums have access to the following spells, which are gained as spell-like abilities.
0th-Level—bleed, dancing lights, daze, detect magic, detect poison, disrupt undead, ghost sound, guidance, haunted fey aspect, know direction, mage hand, mending, message, open/close, prestidigitation, read magic, resistance, sift, stabilize, touch of fatigue, unwitting ally, virtue.
1st-Level—abjuring step, alarm, animate rope, anticipate peril, bane, bless, borrow skill, bungle, calm animals, cause fear, charm person, chill touch, command, compel hostility, comprehend languages, confusion, lesser, dancing lantern, daze monster, deathwatch, delusional pride, detect chaos/good/evil/law, detect secret doors, detect snares and pits, diagnose disease, disguise self, doom, endure elements, expeditious retreat, faerie fire, feather fall, floating disk, forbid action, fumbletongue, grease, hide from undead, hold portal, hypnotism, identify, ill omen, interrogation, jitterbugs, jump, karmic blessing, liberating command, linebreaker, lock gaze, mage armor, magic weapon, magic mouth, memory lapse, murderous command, negative reaction, obscure object, persuasive goad, protection from chaos/evil/good/law, remove fear, restful sleep, returning weapon, sanctify corpse, see alignment, silent image, sow thought, theft ward, touch of combustion, undetectable alignment, unprepared combatant, unseen servant, ventriloquism, wrath.
2nd-Level—adoration, ancestral regression, animal trance, arcane lock, blessing of luck and resolve, blindness/deafness, blistering invective, burning gaze, calm emotions, chill metal, command undead, commune with birds, compassionate ally, consecrate, darkness, death candle, death knell, desecrate, detect thoughts, disguise other, divine favor, enemy’s heart, enthrall, find traps, ghostbane dirge, ghostly disguise, ghost wolf, glide, guiding star, haunting mists, heat metal, hideous laughter, hold animal, hold person, honeyed tongue, howling agony, imbue with aura, imbue with elemental might, invisibility, knock, levitate, locate object, mad hallucination, minor dream, misdirection, miserable pity, oppressive boredom, perceive cues, phantom driver, phantom steed, pilfering hand, protection from chaos/evil/good/law, communal, qualm, rage, reckless infatuation, returning weapon (mass), rope trick, sacred space, scare, see invisibility, sentry skull, shadow anchor, share memory, shatter, shield of faith, shield other, speak with animals, spectral hand, spider climb, spiritual weapon, status, steal breath, steal voice, suggestion, tongues, touch of idiocy, true strike, unadulterated loathing, unnatural lust, unshakable chill, vomit swarm, water walk, whispering lore, whispering wind, wind wall, zone of truth.
3rd-Level—ablative barrier, agonize, agonizing rebuke, air walk, animate dead, arcane sight, aura of doom, banish seeming, battle trance, bear’s endurance, bestow curse, blink, bull’s strength, cackling skull, cast out, cat’s grace, chain of perdition, charm monster, confusion, control summoned creature, crushing despair, deeper darkness, dimensional anchor, dispel magic, eagle’s splendor, fear, fester, fox’s cunning, fly, geas (lesser), ghostbane dirge, mass, good hope, halt undead, haunting choir, healing thief, helping hand, heroism, hostile levitation, invisibility purge, invisibility sphere, locate weakness, magic circle against chaos/evil/good/law, magic weapon, greater, malicious spite, marionette possession, nereid’s grace, overwhelming grief, owl’s wisdom, phantom chariot, phantom steed, communal, prayer, raging rubble, ray of exhaustion, remove curse, rest eternal, screech, seek thoughts, speak with dead, spider climb, communal, spiritual ally, telekinetic charge, terrible remorse, tongues, communal, twilight knife, vision of hell, wandering star motes, water walk, communal, witness.
4th-Level—air walk, communal, battlemind link, break enchantment, chaos hammer, command plants, coward’s lament, curse of disgust, daze, mass, death ward, debilitating portent, detect scrying, dimension door, discern lies, dismissal, dispel chaos/evil/good/law, dominate person, earth glide, envious urge, expel spirits, freedom of movement, globe of invulnerability, lesser, hallucinatory terrain, hellmouth lash, hold monster, holy smite, interrogation, greater, locate creature, mage’s faithful hound, magic jar, modify memory, nondetection, order’s wrath, overland flight, paragon surge, phantasmal killer, possess object, primal scream, repel vermin, resist energy, sending, shadow step, shared wrath, sleepwalk, smug narcissism, summoner conduit, telekinesis, telepathic bond, threefold aspect, truespeak, unholy blight.
5th-Level—analyze dweomer, animate objects, banishment, blessing of fervor, circle of death, command, greater, control plants, control undead, curse (major), damnation stride, dispel magic, greater, disrupting weapon, divine power, dream, ethereal jaunt, feeblemind, false vision, forbid action, greater, invisibility, greater, joyful rapture, mind fog, mirage arcana, nightmare, old salt’s curse, phantasmal web, planar adaptation, plane shift, power word blind, protection from energy, repulsion, resilient reservoir, resist energy, communal, seeming, sequester, serenity, shadow walk, song of discord, spawn ward, suggestion, mass, true seeing, undeath to death, unwilling shield, utter contempt, vengeful outrage, waves of fatigue, wind blades.
6th-Level—antimagic field, arcane sight, greater, blessing of luck and resolve (mass), bow spirit, charm monster, mass, circle of clarity, cloak of dreams, create undead, demand, dimensional lock, dominate monster, etherealness, eyebite, fester, mass, fly, mass, fool’s forbiddance, globe of invulnerability, heroism, greater, hold person (mass), insanity, mage’s sword, maze, mind blank, nine lives, overwhelming presence, path of the winds, phantasmal revenge, planar adaptation, power word stun, project image, protection from energy, communal, reverse gravity, scrying, greater, spell turning, temporary resurrection, veil, waves of ecstasy.
Instead of receiving an additional skill rank or hit point whenever she gains a level in a class of medium, the following races have the option of choosing an alternate bonus depending on their race. The following options are available all races who have the medium as their favored class, and unless otherwise stated, the bonus applies each time you select the listed favored class reward.
Avoodim: Add +1/4 deflection bonus to the medium’s AC as a benefit granted by its influence.
Blue: Add +1 to the medium’s total number of trance rounds per day.
Boggard: Add +1 to the medium’s spell or covenant damage while in a trance.
Changeling: Add +1 to the medium’s total number of trance rounds per day.
Dark Folk: Add 1/5 a spirit boon.
Dragonblood: Add +1/4 deflection bonus to the medium’s AC as a benefit granted by its influence.
Duergar: Add +1 to the medium’s spell or covenant damage while in a trance.
Entobian: Add +1 to the medium’s total number of trance rounds per day.
Eventual: Add +1 to the medium’s total number of trance rounds per day.
Fetchling: Add 1/5 a spirit boon.
Half-Cyclops: Add +1 to the medium’s or covenant damage while in a trance.
Half-Elves: Add an additional language.
Half-Giant: Add +1 to the medium’s spell or covenant damage while in a trance.
Half-Medusa: Add +1 to the medium’s total number of trance rounds per day.
Half-Orcs: Add 1/5 a spirit boon.
Half-Rakshasa: Add +1/4 deflection bonus to the medium’s AC as a benefit granted by its influence.
Halfling: Add an additional language.
Hobgoblin: Add +1 to the medium’s spell or covenant damage while in a trance.
Ith’n Ya’roo: Add a +1/2 points of cold damage to spell-like abilities or covenants that deal cold damage.
Living Ghoul: Add 1/5 a spirit boon.
Maenad: Add an additional language.
Muse: Add +1 to the medium’s total number of trance rounds per day.
Obitu: Add 1/5 a spirit boon.
Ogrillon: Add +1 to the medium’s spell damage or covenant damage while in a trance.
Qi’tar: Add +1 to the medium’s total number of trance rounds per day.
Ratfolk: Add 1/5 a spirit boon.
Sahuagin: Add +1 to the medium’s spell or covenant damage while in a trance.
Skulk: Add +1 to the medium’s total number of trance rounds per day.
Taddol: Add 1/5 a spirit boon.
Tengu: Add an additional language.
Urisk: Add a +1/2 points of fire to spell-like abilities or covenants that deal fire damage.
Vishkanya: Add +1 to the medium’s total number of trance rounds per day.
Wayang: Add 1/2 an additional language.
Xeph: Add +1 to the medium’s spell or covenant damage while in a trance.
Xesa: Add +1/4 deflection bonus to the medium’s AC as a benefit granted by its influence.
Zendiqi: Add +1 to the medium’s total number of trance rounds per day.
Zif: Add 1/5 a spirit boon.
Legendary Classes: Covenant Magic, © 2013, Purple Duck Games; Author: David Nicholas Ross.